3 ms·
Forcing the player to wait (or pay if they don't want to wait) has been proven to work well over and over again by numerous games.
by ma2rten 11y ago
Forcing the player to wait (or pay if they don't want to wait) has been proven to work well over and over again by numerous games.
- bpicolo 11y agoProven as a good user experience: no. Proven to suck money out of people: yes.
- ma2rten 11y agoI have a number of friends who play candy crush and before that I had number of friends who play farmville. If you ask them they will say they having fun playing those games.
- bpicolo 11y agoAnd? Do you think it would be less fun for them if microtransactions were absent? Doubt it.
- chkuendig 11y agoI don't - apparently people prefer nagging screens in games subsidized by a minority of whales over games everybody has to pay to download. After all, this is how the app stores started. Nobody would have switched to Freemium if Gamers preferred the Paid Games.
- bpicolo 11y agoThey switch because freemium gets them more money. Nothing more than a business decision. It sure doesn't mean gamers inherently prefer micro tx.
- JoshTriplett 11y ago> I have a number of friends who play candy crush and before that I had number of friends who play farmville. If you ask them they will say they having fun playing those games. I know several people who smoke. If you ask them, they will say that they enjoy cigars and cigarettes.
- cwyers 11y agoI mean, they probably do? Cigarettes and cigars contain nicotine, which is very pleasurable to consume. Now, yes, it also contains a ton of carcinogens and tar, but those don't actually make cigarettes not enjoyable, just not healthy.
- JoshTriplett 11y agoThat was the joke/analogy, yes.
- deleted 11y ago[deleted]
- kaonashi 11y agoSacrificing user experience for increased revenue does seem to work in the short-term at least.
- deleted 11y ago[deleted]